Proficiencies: A Draconic Scion is proficient with simple weapons and light armor.

Draconic Heritage (Ex): At first level, select a type of True Dragon from the list below. (Others may be selected at your DMs discretion). This choice grants you additional class skills, energy resistance, affects your Breath Weapon, and this choice has an effect on later class features.

The class skills gained through this class feature are added to the class skills of all future classes. Your resistance is equal to 15 plus three times your hit dice.

Ancestral Form (Ex): The Draconic Scion's draconic heritage manifests itself as thickened skin, and excellent eyes. She gains darkvision out to thirty feet, low-light vision, and her natural armor increases by 1 for every four hit dice she has (minimum: 1).

Breath Weapon (Su): A draconic scion can use a breath weapon based on her draconic heritage. It deals 2d8 damage of the energy type specified, gaining an additional 1d8 points of damage for every two hit dice she possesses. If the weapon is a line, it is fifty feet long with an additional five feet for every hit dice she possesses. If the weapon is a cone, it is 25 feet long with an additional five feet for every two hit dice she possesses. A successful Reflex save (DC 10 + Ĺ the draconic scion's HD + half-dragonís Con modifier) reduces damage by half. The draconic scion can use her breath weapon at will, with a 1d4 round cool down between uses.

Draconic Legacy (Ex): The draconic scion gains one of the abilities from the list below:

Dragon Dance: The Half Dragon may enter a state of intense focus and concentration once per day, plus an additional time for every four hit dice she possesses. When the Half Dragon enters this state, she temporarily gains a +2 bonus to Dexterity and a +1 dodge bonus to Armor Class and on Reflex saves. While performing a Dragon Dance, the Half-Dragon may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the Half-Dragon might make before his next action.

A Half-Dragon can enter this state only once per encounter. A Half-Dragon may remain in this state for a number of rounds equal to her charisma modifier. Afterward, she is considered Fatigued for the rest of the encounter.

When the Half Dragon reaches 10th level, the bonuses improve to a +4 bonus to Dexterity and a +2 dodge bonus to AC and Reflex saves. At 20th level, the bonus further improves to +6 to dexterity and +3 dodge bonus to AC and reflex saves.

Despite similarity to a Barbarian's rage, this ability does not count as such for prerequisites.

Dragon Rage: A half-dragon can fly into a rage a certain number of times per day. In a rage, a half-dragon temporarily gains a +2 bonus to Strength, a +2 bonus to Constitution, and a +1 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the Half-Dragonís hit points by 1 points per level, but these hit points go away at the end of the rage when her Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a Half-Dragon cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can she cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. She can use any feat she has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the characterís (newly improved) Constitution modifier. A Half-Dragon may prematurely end her rage. At the end of the rage, the Half-Dragon loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, canít charge or run) for the duration of the current encounter.

A Half Dragon can fly into a rage only once per encounter. The Half Dragon may enter a state of intense rage once per day, plus an additional time for every four hit dice she possesses. Entering a rage takes no time itself, but a Half-Dragon can do it only during his action, not in response to someone elseís action.

When the Half Dragon reaches 10th level, the bonuses improve to a +4 bonus to Strength and Constitution, and a +2 morale bonus to will saves. At 20th level, the bonus further improves to +6 to Strength and Constitution and +3 morale bonus to will saves.

This ability can be used in conjunction with the Barbarian's Rage class feature. Despite similarity to a Barbarian's rage, this ability does not count as such for prerequisites.

Dragon Resilience: The Half-Dragon gains Damage Reduction 3+HD/Magic. Additionally, they gain spell resistance equal to 11 + the Half-Dragon's HD. At four hit dice, the magic in their blood strengthens, being able to overpower certain amounts of magic. Magic Weapons with only a +1 Enhancement bonus no longer penetrate the Half-Dragon's Damage Reduction. At eight hit dice and every four hit dice thereafter, the enhancement bonus ignored grows by one step.

Ancestral Limbs (Ex): the Draconic Scion may opt to grow wings, as the Dragon Wings feat gaining that feat as a bonus feat without needing to meat the prerequisites) or she may opt to gain natural weapons. If you choose to have natural weapons you gain two primary claw attacks (each dealing 1d4+str modifier damage) and a secondary bite attack (dealing 1d6+1/2 str modifier damage).

Draconic Inheritance (Ex): At third level, the Half Dragon gains an ability based on their parentage and an additional breath weapon. and an additional ability chosen from the list below.

Heritage Benefits: The Half Dragon gains the benefit below, based on their heritage.
Ambush Predator (Ex): A Half-Black Dragon of 2nd level can use the Hide skill in any sort of natural terrain, even if the terrain doesnít grant cover or concealment.

Sound Imitation (Ex): A Half-blue dragon of 2nd level can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on a Sense Motive check (DC equal to 10+the Half-Blue's Bluff Modifier) to detect the ruse.

Lasting Fear (Ex): A target successfully intimidated by a 2nd-level Half-Green Dragon suffers lasting effects. Instead of ending when the Half-Green leaves, the intimidation effect lasts for 24 hours after his departure, then changes as normal. However, the lingering fear of the Half-Green grants him a +4 bonus on his Intimidate check to re-establish the effect.

Fire Adaptation (Ex): A Half-Red Dragon of 2nd level is immune to non-lethal damage inflicted by Heat Dangers. Apply Fire Resistance as normal for lethal damage from Heat Dangers. Half-Reds are also immune to the effects of smoke.

Ice Adaptation: (Ex): A Half-White Dragon of 2nd level is immune to non-lethal damage inflicted by Cold Dangers. Apply Cold Resistance as normal for lethal damage from Cold Dangers. Half-Whites also ignore Ice Effects, and the reduced move speed from snow, and Heavy Snow. They do not suffer from reduced visibility during snowfall, including Heavy Snow. Their skill checks are not penalized by snowy conditions.

Ancestral Knowledge (Ex): You gain a racial bonus to knowledge checks equal to your Hit Dice. You may make Knowledge checks untrained.

Wild Empathy (Ex): As the Druid ability, using the Half Bronze Dragon's hit dice in place of Druid class level.

Prankster (Sp): A Half-Copper of 2nd level can use Prestidigitation as a spell-like ability at will. They can also use Minor Image once per day per hit dice, with a caster level equal to its hit dice.

Lucky (Su): A Half-Gold Dragon of 2nd level is prodigiously lucky, and receives a +1 luck bonus to all rolls that use a d20. Additionally, one time per day per every four hit dice of the Half-Gold, they may choose to reroll a skill check or attack roll.

Cloudwalker (Su3): A Half-Silver Dragon can treat clouds or fog as solid. The ability functions continuously but can be negated or resumed at will, even during others turns.

Breath Weapons: The breath weapon from this feature is tied to the normal breath weapon; they have the same cool downs and limitations. Size of the weapon scales as seen in the Breath Weapon class feature. All saving throw DCs are equal to 10+1/2 the dragon's HD+ the dragon's con modifier.
Vitriolic Spray (Su): The Half-Black Dragon spits a concentrated ball of acid as a ranged touch attack with a range equal to twice the range of the Half-Black's normal breath weapon. It inflicts 4d6 acid damage, plus an additional 2d6 points of damage for every two hit dice she possesses.

Cone of Dehydration (Su): The Half-Blue Dragon exhales a cone that inflicts 4 non-lethal damage, plus an additional 2 points of damage for every two hit dice she possesses. Those affected must make a constitution check against DC 10+twice the damage dealt+The half Blue's Con modifier, or become Fatigued. Non-lethal damage inflicted with this effect is permanent until the subject drinks water. Even magical healing does not remove this damage. Additionally, rest does not remove the Fatigued status caused by this effect.

Cone of Fear (Su): The Half-Green dragon exhales a cone of gas. A potentially affected creature that succeeds on a Fort save is not affected. Those affected are shaken for 1d4 rounds plus 1 round per every two hit dice the Half-Green possesses.

Cone of Smoke (Su): The Half-Red Dragon exhales a cone of smoke that lingers for one minute. A character who breathes heavy smoke must make a Fortitude save each round (DC 15, +1 per previous check) or spend that round choking and coughing, unable to take any other action. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage. Smoke obscures vision, giving concealment (20% miss chance) to characters within it.

Freezing Exhalation (Su): When the Half-White Dragon uses their breath weapon, it turns squares within it to Ice. Characters walking on ice must spend 2 squares of movement to enter a square covered by ice, and the DC for Balance and Tumble checks increases by +5. Creatures who take damage from this breath weapon take a -5' penalty to all move speeds for 1d4 minutes. Derived movespeeds are recalculated from the reduced move speed AND penalized separately.

Cone of Sleep (Su): A Half-Brass Dragon exhales a cone of gas. Creatures within the cone must succeed on a Will save or fall asleep, regardless of HD, for 1d4 rounds plus 1 round per every two hit dice the Half-Brass possesses.

Cone of Repulsion (Su): A Half-Bronze Dragon exhales a cone of gas. Creatures within the cone must succeed on a Will save or be compelled to do nothing but move away from the dragon for 1d4 rounds plus 1 round per every two hit dice the Half-Bronze possesses. This is a mind-affecting compulsion enchantment effect.

Cone of Slow (Su): A Half-Copper Dragon exhales a cone of gas. Creatures within the cone must succeed on a Fortitude save or be slowed for 1d4 rounds plus 1 round per every two hit dice the Half-Copper possesses.

Cone of Weakness (Su): A Half-Gold Dragon exhales a cone of gas. Creatures within a cone of weakening gas must succeed on a Fortitude save or take 2 points of strength damage, plus an additional point of Strength damage per every two hit dice the Half-Gold possesses.

Cone of Paralysis (Su): A Half-Silver Dragon exhales a cone of gas. Creatures within a cone of paralyzing gas must succeed on a Fortitude save or be paralyzed for 1d4 rounds plus 1 round per every two hit dice the Half-Silver possesses.